// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "SectorComponent.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class UE_VFX_CHART_API USectorComponent : public USceneComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	USectorComponent();

protected:
	// Called when the game starts
	virtual void BeginPlay() override;
	virtual void OnRegister() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TObjectPtr<UStaticMeshComponent> Sector_Cylinder;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TObjectPtr<UStaticMeshComponent> MinBackFacePlane;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TObjectPtr<UStaticMeshComponent> MaxBackFacePlane;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TObjectPtr<UMaterialInterface> SectorMaterial;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TObjectPtr<UMaterialInterface> BackFaceMaterial;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FLinearColor Color;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	float Min;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	float Max;
};
